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The Sinister Secret of Saltmarsh
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<blockquote data-quote="Bullgrit" data-source="post: 3685688" data-attributes="member: 31216"><p>Classic D&D adventure module review</p><p></p><p><strong>The Sinister Secret of Saltmarsh</strong>, by Dave J. Browne with Don Turnbull – Advanced D&D, 1981</p><p>An adventure for character levels 1-3</p><p></p><p>32 pages plus the separate tri-fold cover with maps on the inside faces and the third panel of the outside face. (1 blank page backing player handout illustrations.) The adventure has 30 numbered areas in the mansion, and 17 numbered areas on the ship.</p><p></p><p>This was the premiere module from the United Kingdom, and the preface mentions, as a light warning, that American readers will probably notice the “slightly different flavour”.</p><p></p><p>The first four pages introduce the module, mention the town of Saltmarsh, tell the legend of the haunted mansion, and explain the overall plot and story for the adventure. Unlike other adventures of the time period with a town name in the title, this module does not detail the main town. The section on the town merely gives an overview and tells the DM to create any necessary details, including the names and occupations of the Town Council and other prominent citizens, any inn and/or tavern, and the place(s) of worship. The only details given are the population, “about 2,000,” and its coordinate location on the World of Greyhawk map.</p><p></p><p>The plot for this adventure revolves around a supposedly haunted mansion on a cliff near the town. The text gives several plot hooks to get the PCs to investigate the mansion. Once the PCs investigate, they should discover a smuggling operation working out of the basement with its small sea caves complex. When the PCs defeat the smugglers, they will then need to prepare to capture the smugglers’ ship when it arrives.</p><p></p><p>The mansion is not actually haunted, but is dilapidated enough to have a few dangerous spots that act essentially as traps. There are several giant vermin encounters in the mansion, and in a change of the AD&D paradigm, the vermin don’t have deadly poisonous bites. The authors made the spider and centipede bites debilitating instead of killing.</p><p></p><p>This module has boxed text to be read to the Players, and the room information is broken up into readable paragraphs. This helps tremendously compared to other modules of this era with dense paragraphs and no text boxes. </p><p></p><p>All the monsters are listed in the “old school” stat block style: (AC 8; HD 1+1; hp 7 each, #AT 1; D 1 hit point plus poison).</p><p></p><p>The only non-critter encounter in the house proper is with a tied up self-admitted thief. This Ned Shakeshaft is actually an assassin placed in the mansion to foil the PCs’ investigation. The encounter is set up such that Ned has what seems like a good story for his presence, but the story is flawed just enough that proper scrutiny will reveal a clue to actually push the PCs further in their investigation.</p><p></p><p>If the PCs make it to the secret areas of the basement of the mansion, they will find obvious evidence that the house is not vacant. The cavern areas are full of smugglers and some humanoid thugs. This part of the adventure in the mansion can and probably will be a series of combats, hopefully ending in the defeat of the land-based element of the smuggler operation. With the evidence found and deciphered from the mansion investigation, the PCs will need to plan an assault on the smuggler ship.</p><p></p><p>The ship part of this adventure can go in two completely different ways: It can be a stealth operation – sneaking up on the ship, slipping on board, quietly taking out guards, etc. Or it can be a straight-up boarding assault – storm the railings, hack and slash the defenders, etc. The module is written with the assumption that the PCs at least try the stealthy approach first, although a mass melee on the decks may result from mistakes or bad luck.</p><p></p><p>Once the smugglers are defeated and the ship taken, there is more mystery and intrigue to discover: what the smugglers are actually smuggling, and to whom. This sets up the plot hook for the next adventure module in this series, <em>Danger at Dunwater</em>.</p><p></p><p>Overall, this adventure is not a mindless hack-and-slash affair. It is a mystery story punctuated with interesting combat scenarios. There are intriguing plot points throughout the adventure, and the whole operation is full of great role playing opportunities. Impatient, strictly kick-in-the-door types may not appreciate this adventure, but there are enough of most gaming style elements here to satisfy most gamer types. This module is truly one of the greatest adventures ever created. It has story, role playing opportunities, and plenty of grand, interesting combat.</p><p></p><p>Bullgrit</p><p></p><p><a href="http://www.totalbullgrit.com" target="_blank">Total Bullgrit</a></p></blockquote><p></p>
[QUOTE="Bullgrit, post: 3685688, member: 31216"] Classic D&D adventure module review [b]The Sinister Secret of Saltmarsh[/b], by Dave J. Browne with Don Turnbull – Advanced D&D, 1981 An adventure for character levels 1-3 32 pages plus the separate tri-fold cover with maps on the inside faces and the third panel of the outside face. (1 blank page backing player handout illustrations.) The adventure has 30 numbered areas in the mansion, and 17 numbered areas on the ship. This was the premiere module from the United Kingdom, and the preface mentions, as a light warning, that American readers will probably notice the “slightly different flavour”. The first four pages introduce the module, mention the town of Saltmarsh, tell the legend of the haunted mansion, and explain the overall plot and story for the adventure. Unlike other adventures of the time period with a town name in the title, this module does not detail the main town. The section on the town merely gives an overview and tells the DM to create any necessary details, including the names and occupations of the Town Council and other prominent citizens, any inn and/or tavern, and the place(s) of worship. The only details given are the population, “about 2,000,” and its coordinate location on the World of Greyhawk map. The plot for this adventure revolves around a supposedly haunted mansion on a cliff near the town. The text gives several plot hooks to get the PCs to investigate the mansion. Once the PCs investigate, they should discover a smuggling operation working out of the basement with its small sea caves complex. When the PCs defeat the smugglers, they will then need to prepare to capture the smugglers’ ship when it arrives. The mansion is not actually haunted, but is dilapidated enough to have a few dangerous spots that act essentially as traps. There are several giant vermin encounters in the mansion, and in a change of the AD&D paradigm, the vermin don’t have deadly poisonous bites. The authors made the spider and centipede bites debilitating instead of killing. This module has boxed text to be read to the Players, and the room information is broken up into readable paragraphs. This helps tremendously compared to other modules of this era with dense paragraphs and no text boxes. All the monsters are listed in the “old school” stat block style: (AC 8; HD 1+1; hp 7 each, #AT 1; D 1 hit point plus poison). The only non-critter encounter in the house proper is with a tied up self-admitted thief. This Ned Shakeshaft is actually an assassin placed in the mansion to foil the PCs’ investigation. The encounter is set up such that Ned has what seems like a good story for his presence, but the story is flawed just enough that proper scrutiny will reveal a clue to actually push the PCs further in their investigation. If the PCs make it to the secret areas of the basement of the mansion, they will find obvious evidence that the house is not vacant. The cavern areas are full of smugglers and some humanoid thugs. This part of the adventure in the mansion can and probably will be a series of combats, hopefully ending in the defeat of the land-based element of the smuggler operation. With the evidence found and deciphered from the mansion investigation, the PCs will need to plan an assault on the smuggler ship. The ship part of this adventure can go in two completely different ways: It can be a stealth operation – sneaking up on the ship, slipping on board, quietly taking out guards, etc. Or it can be a straight-up boarding assault – storm the railings, hack and slash the defenders, etc. The module is written with the assumption that the PCs at least try the stealthy approach first, although a mass melee on the decks may result from mistakes or bad luck. Once the smugglers are defeated and the ship taken, there is more mystery and intrigue to discover: what the smugglers are actually smuggling, and to whom. This sets up the plot hook for the next adventure module in this series, [i]Danger at Dunwater[/i]. Overall, this adventure is not a mindless hack-and-slash affair. It is a mystery story punctuated with interesting combat scenarios. There are intriguing plot points throughout the adventure, and the whole operation is full of great role playing opportunities. Impatient, strictly kick-in-the-door types may not appreciate this adventure, but there are enough of most gaming style elements here to satisfy most gamer types. This module is truly one of the greatest adventures ever created. It has story, role playing opportunities, and plenty of grand, interesting combat. Bullgrit [url=http://www.totalbullgrit.com]Total Bullgrit[/url] [/QUOTE]
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